#what is structural design
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pinnacleinfotech · 3 months ago
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10 Things You Should Know About Structural Engineering and Design
Discover 10 essential facts about structural engineering and design – Pinnacle Infotech. Learn what structural engineers do and understand the difference from architecture. Explore top tools and gain career insights. Find out how Pinnacle Infotech leads in innovative structural engineering services. Civil engineer and construction worker manager holding digital tablet and blueprints , talking and…
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honehonn3honey · 9 months ago
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A protection that becomes more creepy
Azul in my heart. You can see the original art here and read the monster list here @lustlovehart
[Alt under the cut]
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My first concept, since my style could not simulate the texture of slime in its purest state
It is quite thick so water can not enter or wet. Only small puddles where you can accumulate
It is a monster and that, magic, but I can imagine that it can only reach a height by the pressure, it can come out expelled sometimes
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quicksilversnails · 7 months ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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apbeezah · 2 months ago
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joel is a polite young man and i would die for him.
Played around with expressions a bit! had a lot of fun thinking about how weird his skull must look like now
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eyes1nthewoods · 19 days ago
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#pathfinder wrath of the righteous#pathfinder: wrath of the righteous#pwotr#pathfinder: wotr#lann the mongrel#daeran arendae#my art#not 100% sure how i feel about the way i've drawn daeran. i know his skintone is kinda dark in his portrait but he looks in shadow to me#so i made him tan. this is the first time i've drawn him so it's subject to change.#i did have fun with him! i love rendering shiny things and he is very shiny :)#also this feels a teeny bit ooc for him (asking lann if he's okay and being disgusted/alarmed by him shedding)#this was originally going to be another lannmaercy one but then i thought it'd be funnier with woljif#then i decided i wanted to draw daeran because i haven't yet#my justification for choosing him is that he's implied to have contamination ocd in one of his camp banters (about mosquitoes)#and seeing someone peeling their skin off is. Alarming! also its my comic and i can do what i want 😌#i SUPPERRR happy with how the scales turned out on lann i feel like it gets the idea across#also i've given him the stupid half-mullet i was drawing him with at first again. felt like it. i will settle on a design i like some day.#idk what hes doing with his bow. or where it goes in the last 2 panels. i just wanted him to be doing something with his hands.#pretend it makes sense 🙏#ohhh my godd this is the first finished project i've been like. genuinely happy with the result? i know the 4 panel structure#isn't the most exciting and the fact it took me A Month . frustrates me.#but i'm really happy with it!! i enjoyed working on it!!! horayy!#i learned a lot that makes me excited for future projects :)#however i'm actually going to take a break because all my remaining ideas areeeee. ambitious. and i'm not entirely sure how to tackle#them yet.#like they're multi-page ideas but they aren't super long? so i'm not sure if i want to work on all the pages simultaneously#so i can release them all at the same time orrr. post one at a time at the rate i work now (so ~ once a month)#also yes that's my reddit account im crossposting this one to reddit. it's funny and doesn't have maercy in it.#okay. yapfest over. Goodnight!
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lemurballing · 3 months ago
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look at how sillyextra she is. whisper and lanolin walking normally and even sonic moving extra painfully normally out of his reluctant compliance with lanolin saying to be careful. and next to them tangle moving around like a minecraft youtuber does while chatting. like roblox players whose only available body language is jumping to express emotion. like in a platformer videogame where you jump everywhere just because you can or the momentum is fun.
and also dang that is an impressive leap, based on the arc of her tail. even without that, she's that far out AND pretty much a whole whisper or lanolin above the ground. go tangle!!! i think she should do that MORE. she already casually runs around on rooftops in spiral hill when there is literally no reason to do so.
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boredtechnologist · 2 months ago
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Zero Time Dilemma: Where Free Will Dies Screaming
"If you remove all the pieces of a ship, one by one, is it still the same ship?"
That’s not just a dorm-room question for philosophy majors - it’s the silent scream at the heart of Zero Time Dilemma (2016). The third entry in Kotaro Uchikoshi’s Zero Escape trilogy isn't just the darkest - it’s the most disturbed, fragmented, and meta-aware. A game that doesn’t just tell a story - it gaslights you into questioning whether the story ever existed at all.
Beneath its pseudo-Saw setting and logic puzzles lies a game obsessed with one terrifying question:
What happens when a person becomes aware they are a variable in someone else's equation?
Fragmented Consciousness as Horror
Unlike its predecessors, Zero Time Dilemma doesn’t let you follow one linear path. Instead, you bounce between timelines and memory fragments - completely out of order. This isn’t just narrative novelty. It’s weaponized disorientation.
You, the player, are forced to simulate the experience of temporal dissociation - a horror that mirrors real-world psychological conditions like dissociative identity disorder, PTSD, or memory repression. You wake up in a new “fragment” without knowing what your past self did. You watch the same character die in three different ways. You solve puzzles to try to prevent an outcome you already witnessed.
You are complicit. And yet, never in control.
That’s the dread: Zero Time Dilemma doesn’t ask "What would you do?" It says: "You already did it. And it didn’t help."
Free Will as a Lab Experiment
The Decision Game - the core premise - operates on the illusion of choice. But like Schrödinger's cat, each decision you make is a quantum state: both right and wrong until observed. The real horror is realizing that even your agency is a variable in someone else’s algorithm.
Characters aren’t making decisions. They’re being watched, measured, split across timelines like cells under a microscope. Every death is an iteration. Every betrayal is a test result.
The mastermind Zero isn’t just an antagonist. He’s a surrogate for the player, the developer, and the narrative algorithm itself. The game hints that causality has collapsed. That time isn’t a line but a mobius strip soaked in blood.
If 999 was about survival, and Virtue's Last Reward about trust, then Zero Time Dilemma is about despair as design. It’s a world where your only role is to suffer well.
Identity Is a Lie Told by Continuity
Characters in ZTD begin to suspect they are not singular beings. This isn’t just sci-fi - it’s existential dread. Sigma and Diana face a future where their souls are uploaded, duplicated, fragmented. Phi is born of paradox. Akane becomes myth. Q isn’t even sure if he’s human.
The deeper horror? The more they learn, the less human they become. Knowledge severs their emotional grounding. In the real world, identity is formed by memory, morality, and embodiment. In ZTD, those are just file properties - subject to overwrite.
Ask yourself: If you're distributed across realities, and you only exist in pieces, are you still a person?
Or have you become a narrative function?
The Player as God - and Monster
This is where the meta-horror cuts deepest.
You, the player, are orchestrating this suffering. Your omniscient perspective gives you power - but it’s cold, detached, and amoral. You’re not solving for justice. You’re solving for completion. You need to unlock every outcome to unlock the truth. Which means forcing every character to endure every possible trauma.
Kidnapping. Betrayal. Murder. Regret. You press "Continue" as they scream, just to see what happens next.
You’re not playing God.
You’re playing Zero.
And the game knows it.
The Psychological Toll of Absolute Knowledge
The deeper you go, the worse it gets. ZTD reveals that full awareness across timelines is not empowerment - it’s psychic decay. Phi, Sigma, Akane - all show signs of wear. They become ritualistic, obsessed with timelines, detached from the emotional weight of death.
Their empathy erodes. They become more like the player.
It’s a rare game that dares to say this:
“Knowing everything will not save you. It will destroy you.”
Zero Is Not a Villain. Zero Is a Mirror.
In ZTD, the villain isn’t a twisted genius - it’s the system itself. The escape room. The timeline. The branching logic. It’s the framework of the narrative, and you, the player, are the one making sure it runs to completion.
In the final analysis, Zero Time Dilemma becomes a kind of theological horror. A game where God has been replaced by a sentient flowchart, where the soul is just a conditional flag, and where hell isn’t punishment - it’s repetition.
And maybe that’s the darkest thing of all:
You didn’t come here to save them. You came here to watch them suffer in every way possible. And the game made sure you had no choice.
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dracanboys · 11 months ago
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sticker of shame on top of my head that says "i turn everything i love into a monster hunter au". some boys that bite just dropped
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batbetbitbotbut · 10 days ago
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@jollyluce (a) why thank you, (b) rudely accurate, (c) one of my favourite ever things someone has said about me, (d) I am also learning so much from my experiments! (Un)fortunately the most common lesson is "that was overambitious but I got away with it... so let's go even more overambitious next time".
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triaelf9 · 1 year ago
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Dealing with Dragons: Cimorene sketch ^_^
Been re-listening to Dealing with Dragons recently (anyone who knows me knows I will not shut up about how formative this series was for me re: many things but mostly dragons) and so I got the urge to draw Cimorene again (I sketched her like a year or so ago, but can't find it, so I thought a redesign with my new style was perfect!)
Also, my fav book reviewer (I have one of those now?? What??) Just covered the first book of the series, so if you want to check out a great reviewer AND my favorite book of all time, here's the link: https://www.youtube.com/watch?v=jMaKkwHQQKM
Not me trying to speak into existence an Enchanted Forest Chronicles graphic novel series that I get to adapt, whatttt noooo... ^_-
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thedragonagelesbian · 1 month ago
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@hexblooddruid replied to your post “obviously not every single one of davg's problems...”:
This is what drives me wild when I see people try to say that Rook HAS to be that way because of their position and goal. Like there are so many different ways to attack a problem, even in the limited space of an RPG made ten years ago. Like it could’ve been done if it was a priority.
i've drafted like five different responses to this but the long & short of each of them is 'Y E A H'
most often when i've seen defenses of why rook has to be Like That (GoodTM, nice, helpful, agreeable, unopinionated) it's more in the Macro scale of, say, caring about the companions' personal struggles, or wanting to keep the veil up, or not agreeing with solas. the other major defense is pointing to the bad ending as evidence of sufficient rp flexibility because the game does in fact let you ignore everything else and just focus on the main quest and lose out on hours and hours and hours of content and doom yourself/your factions/your companions.
but is that meaningful rp? or finger waggling at players for not playing the game the One and Only way it was supposed to be played (in much the same way that bg3 locks you out of tons of content if you don't do the grove Just Right [not necessarily even siding with the goblins but by trying to kill kagha prematurely])?
and like. I dont know if i necessarily need or want an Evil rook path, i dont think veilguard would've remotely thematically benefited for having Even More Vague Ontological Evil. But my god if rook's unassailable Goodness is purportedly the load bearing structure in veilguard's story, i sure would've liked to have had some meaningful ways to engage with what goodness is and what it might mean to different rooks who have different methods and different personal/ethical/political lines.
But we were never going to get that!!! because as you said, that was never the development priority for veilguard because it was incompatible with the direction inherited from morrison and the nightmarish release date pushback timeline devs were working on. fandom reverse engineering a purity of authorial intent & creative vision is what we call in academia a Generous Reading, but the material/labor/industrial confines under which the game was produced remain, and if the schreier article is any indication, those were the stronger determining factors in rook's personality & the broader lack of rp.
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spadefish · 1 year ago
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i haven't posted anything in a while, so here, hold this. one of my commissioners wants me to draw dragon seteth + flayn, so here's my first stab at their designs.
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reksink · 5 months ago
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How Art Thou Fallen, Child of Endless Starlight
Another Comm From Other Realms 💚 (Click for better quailty)
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herearedragons · 2 months ago
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I love you detectives wrestling with cosmic horror I love you government agencies in a futile pursuit to contain the supernatural I love you academia and bureaucracy strugging to quantify and codify the otherworldly I love you systems and habits desperately trying to hold the line against the chaotic the unclassifiable and the unfathomable.
send post
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fiapple · 1 year ago
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i'm getting towards the end of the skypeia arc, & i'd like to say just how much i adore the way the female strawhats have been treated.
just... every aspect of how the way their characters have been previously contextualized influences the story-line is treated with a masterful amount of consideration. we're given so many layers to both of them that enrich not only their characters specifically, but the arc, and the one piece world as a whole. without nami & robin having their specific skills, and their specific values, without those being built upon, the story would have come to a halt.
you could not have skypeia without nami & robin being who they are as individuals. not just because they never would've gotten there without nami, but also because the way these women think is itself foundational to the machinations of the arc as a whole.
to be totally upfront, if you think any other strawhats were more central to the skypeia arc than nami & robin were you are full-on fucking lying to yourself.
#obligatory disclaimer that i’m aware luffy is the protagonist & a lot of interesting stuff is explored w him. this isn’t abt him though.#part of me wonders if this is an aspect of why people will write off this arc sometimes tbh... like that & the political themes.#but yeah anyway i get why people say that for all there are 100% misogynistic tendencies in oda's writing & character design#it is very very hard to say that he as an individual is an ideological misogynist. like the level of care he puts into his female cast mem#-ers generally speaking & how he approaches what existing as a multi-dimensional individual would look like in their specific contexts is#like... in a lot of ways still something that is unprecedented across all forms of media.#but also not the point but anyone who says nami in particular doesnt get real fights/is unskilled um... no you're wrong read her fight in#alabasta & then all of skypeia.#like in alabasta she takes on arguably a stronger opponent than sanji when considering the structuring of BW. not only that but she does s#with a weapon she has never used before while actively reading the instruction manual. and she WINS. she wins based on sheer intellect &#the ability to utilize skills the audience already knows she has. the pre-existing basic fighting skills she's introduced with are elabora#-ed upon by incorporating her skill w navigation. same with the way her cunning is used in skypeia to cover her lack of sheer brute. &#the best part about it is she's fucking tough in a way that makes sense! she isn't strong/weak just for the sake of positioning her as such#it is thoughtful & it strengthens her as a character rather than just like giving the power-scaler types smth to mindlessly chew on.#like do i wish nami got to fight more & take a more active role in that regard even if i don't think she needs to be a fighter in the same#sense as the monster trio? yes absolutely. i'm guessing this is going to be smth that bothers me potentially even more with robin.#but that does not mean her fights are not masterfully written when she gets them or that she isn't tough as a bag of nails.#respect my darling woman or die.#skypeia#nico robin#nami#grey's one piece tag
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lightparty-fullparty · 1 year ago
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Can't possibly be me Zenosposting again - what is this a day ending in Y?
Anyway, I've been thinking about the murder boy again. This has mostly spawned from my replaying of the Stormblood patches and seeing Amnesiac Yotsuyu, which sparked a bit of a Nature vs Nuture debate between me and my friends.
Basically, my question for this post is "How much of Zenos' whole deal is Nature (aka He was just born like that) and how much of it is Nuture (aka the enviornment he grew up). Some of you might content to say Nature and leave it at that, which is a completely valid outlook to have. But for me there's just one... teeny... tiny... little detail that has sent me on a wild consipriacy theory of a ride that's resulted in this post. Emet-FUCKING-Selch.
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Listen to me, listen okay? I cannot, CANNOT ignore the fact that this absoulete motherfucker (affectionate) is Zenos's cannonical Great Grandfather. Who was very much alive and kicking during his childhood. Emet-Selch or Solus zos Galvus whatever moniker you wanna give the man, is an Ascian. One of THE Ascians. Not only that, he's 'The Architect" the guy who's job it is to design and engineer the calamities meant to rejoin the Shards of the World back together again. What does he do to achieve this? He builds empires, he starts wars, manipulates people and situations to result in untold elemental chaos. Iirc correctly he's responsible for causing all eight calamities that have occured so far in FFXIV. (Eight got undone but I'm still counting it).
Now for this post I'm going to be focusing mainly on the Seventh, Eighth, and Fourth Umbral Calamities. (Which are the ones coincidentally we're told the most about in game). This Calamities all involved Empires. The Allagan and the Garlean, both of which Emet-Selch was responsible for creating. From the Allagans we have the creation of Dalamud, Cyrus Tower, and the Ultima Weapon. As well as an extensive history of biological research. Cloning, Gene Splicing, Mutation and so on. (A sundered mortal's attempts at creation magjicks perhaps?) The Garleans too, have a notible history of biological research, they draw a lot of their modern technology from Allagan design. No coincidence there given Emet-Selch's involvement. But we've seen them use genetic mutation, cyber augmentation, and cloning (Emet-Selch's shadow the hedgehog ass clone bodies because he refuses to look like anyone other than his unsundered self). The also so a lot of research into the Echo. Hydalyn's mark for her champions, and soul maipulation. (Ala Mihgo Dungeon and In From the Cold Duty both points of note for examples of the Soul being manipulated here - physically torn out of the body).
"Now Gengar " - I hear you ask - "What does this have to do with Nature vs Nuture or Zenos?" Well, I tell you, everything really. Hear me out. Emet-Selch designed the Garlean Empire to be the perfect chaos causing conquest force. They have no ability to use either, making them initially vulnerable as a people to the rest of the races. Building up a tasty, tasty resentment and need to feel superior. He sent them marching to 'reclaim their home' and then to 'unify the three contents under their superior peaceful, organised leadership'. The 'Savage Races' summon evil primals and weild evil distructive magjiks. He gave them a perfect cause and reason to hate everyone else. He gave them magitech to level the field and make them supieror at combat. Garlemald as a nation is the perfect war machine. Allagan 2.0 if you would. And Zenos is the perfect 'Champion' to lead that nation into battle. To spark that next Calamity. Look at the guy. Garleans might be on the taller side (depending on the character. Cid is a shorty), but Varis and Zenos are HUGE. Emet-Selch isn't nearly as tall as either of them despite being a blood relation. Which makes me think there was some of that Allagan/Garlean/Ancient playing with genetics and form at work. Make them bigger, more durable, stronger, more intelligent.
It's like Captian America. You want the perfect solider. And a perfect solider for Emet-Selch would also need to be cold, ruthless, manipulative.
There was a post I saw a while again about Mecha Pilots. And OP pondered on the idea of physcially having your brain and body contiditoned to love battle. To love destruction and killing and fighting.
Do you see where I am going with this?
You want someone bloodthirsty enough to cause a Calamity for you, you need them to feel nothing for their fellow man. (Insects all of them. Disappointing. Found Wanting.) You need them to find such overwhelming joy in battle that no other earthely pleasure can compare to it. (Brilliant. Blinding. Trandsenant Moment.)
No attatchments. No emotions, Just violence. I offer to you dear readers, that Emet-Selch carefully modified Zenos' litterally brain chemistry. Making him predisposed to a lack of empathy and his brain releasing those pesky joyous chemicals during battle. Inflicitng and feeling pain. I offer the theory that Zenos has literally been built for combat. If you cut him open, his bones and muscles and organs would be so alienly perfect. Denser, perfectly optimised. Exceedingly perfect. His brain remapped for pattern recognistion and quick skill building, Easy to train in the art of slaughter and tactics. Unable to forge the emotional connections that would only serve to hinder him. (To isolate him from family).
What evidence to I have? Outside of Emet-Selch's known history of building Empires? Easy. I already know he's done this kind of thing before.
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Vauthry. The baby Emet-Selch mutated into half a Lightwarden. Able to command the Sin Eaters and ensured would be raised into a tyranically, childish, king. To keep the First from Uniting. To ensure the Eighth Umbral Calamity would continue along it's march to completion.
Why wouldn't Emet-Selch have done as much to Zenos too?
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